There
are a lot of people interested in Xith3D and where it will eventually evolve,
but it is still a very young gaming library. As with most open source
projects that start out, the documentation is non-existant. The intro
document can be found here:
https://xith3d.dev.java.net/files/do
I
don't really agree with your underlying assumptions. Be that as it may,
Excelsior Jet compiles to native exe and it does support java3D and jdk
1.4.2.
David
Yazel
-Original Message-From: Johannes Neubauer
[mailto:[EMAIL PROTECTED]Sent: Thursday, August 14, 2003 9:11
AMTo: [EM
Xith3D is very new (a month old) and is geared primarily at game developers
who are willing to sacrifice some of the features of the full Java3D, for
the sake of improved performance and access to newer 3d card features.
http://www.magicosm.net/xith3d/snapshot3.jpg
We have finished porting Magic
That sucks Mark :( Please let us know where you end up and you can always
find us kicking around the 3D community.
Good luck on your future endevors!
Dave Yazel
-Original Message-
From: Mark Hood [mailto:[EMAIL PROTECTED]
Sent: Friday, August 01, 2003 2:27 PM
To: [EMAIL PROTECTED]
Subje
It is defined in the math of the normal calculation itself and it obeys the
winding rule.
Given points P1, P2 and P3 in that order then the calculation of the normal
first picks one of those points, say P2.
We then subtract each of the other two vectors so we have a
V1 = P2-P1
V2 = P2-P3
Now yo
Oh I like that :)
I think my quote was from Abraham Lincon, not entirely sure.
Dave
-Original Message-
From: Lars Huttar [mailto:[EMAIL PROTECTED]
Sent: Thursday, July 10, 2003 11:45 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Help with transparent textures please :)
> David Yazel
If you are going to stake your business on your 3D technology then I suggest
doing a lot of research on what the different key concepts are. Java3D is a
scenegraph API for 3D rendering. OpenGL is a low level graphics API. If
you started with zero knowledge about both, it would take about twice a
I am not a lawyer, but the license would be something like:
1. Copy right holders are not liable for anything bad that happens through
the use of the software.
2. The code can be used to support any project, commercial or personal.
3. Distributions of the source need to include the copyright and
I posted this to the Javagaming site, but thought I should post this here
also.
I am not having a heart attack over the rumors surrounding Java3D.
Hopefully everyon architects their gaming projects which some abstraction
over the rendering technology to protect them from these types of hiccups.
Wr
There
are lots of things you can try. The first thing is to use the ImageIO
library to load the image (ImageIO.read(filename)). Another thing you can
try is to use JDK 1.4s ability to memory map files and map your image directly
into memory. This means your map could be in interleaved ARGB fo
For those of you that missed it...
Sun Microsystems (Quote, Company Info) Wednesday set its crosshairs on the
multi-million dollar gaming industry with the formal establishment of the
Sun Game Technologies Group.
The Santa Clara, Calif.-based network computer maker said Chris Melissinos
has been
There is a trick to this. We have the same sort of hud design, and we use
ordered group to force the layering of the components in a hud window. I
believe the following screenshot shows the effect you are looking for, where
transparent objects in the scene are properly mixed with the overlay:
ht
They will not be rendered in their index order. Only OrderedGroup and its
relative DecalGroupo will ensure that.
-Original Message-
From: Yann Lemoigne [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, November 20, 2002 7:14 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] BranchGroup and OrderedGrou
D]]
Sent: Thursday, September 05, 2002 1:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Elimination of pauses when inserting branchgroups
Yazel, David J. wrote:
> 1. Textures are loaded in a seperate thread. The pauses is not during
this
> time.
> 2. The textures are by-ref
> 3. T
We have this really annoying condition. When we swap out patches of the
terrain we get minute pauses. This means we are running along and
pauserun 40 meters...pause. Now the pauses are brief, no doubt about
it. But they really bug me since everything else is so smooth.
I think we have el
Following up on Justin's alpha masking e-mail some time back, I have been
trying to figure out a way to load and manipulate alpha masks as efficiently
as possible. I am attaching a class which can construct a graysale buffered
image from an array of bytes efficiently. It might be of use for som
Roughly translated from Portugese:
Personal Olá, I am needing aid in the following topicos: - which package of
java it has APIs to interfaciar with with devices (camera of video, plates
of estereo visualization, mouse, etc.) - to know that types of plates for
estereo visualization are compativeis
Since this question is kind of lost in my other posting I am pulling this
out as a separate post.
I have the following structure for each terrain patch:
BranchGroup
DecalGroup
Shape3D1 (multi-textured, no transparency)
Shape3D2 (multi-textured, transparent, same geometry as Shape3D1
We implemented the technique described in this document:
http://www.cbloom.com/3d/techdocs/splatting.txt
I re-wrote our level 0 patch renderer to use layered alpha blended textures.
Each of these patches is 128 meters x 128 meters. All of the level 1+
textures continued to use the pre-rendered
Thanks Michael! For some reason it never registered with me that
GeometryArrays were node components! But that makes things quite nice.
I can't wait to try this out and see how it looks/performs.
Dave Yazel
-Original Message-
From: Michael Nischt [mailto:[EMAIL PROTECTED]]
Sent: Wedne
We build a cache version of textures on the local machine. We ship the
textures using PNG and JPG, but then turn them into a tex file that has the
pre-computer mipmaps. We use NIO to load the data into memory in one call.
It is extremely fast.
Hope that is helpful
Dave Yazel
http://www.magicos
Bah :)
Got me there!
-Original Message-
From: Justin Couch [mailto:[EMAIL PROTECTED]]
Sent: Friday, August 02, 2002 2:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] AppearanceTest
Yazel, David J. wrote:
> I swear...it never ceases to amaze me when one of these new parameters
c
I swear...it never ceases to amaze me when one of these new parameters crop
up... I may be wrong, but this is the first time I have heard of this one.
Dave Yazel
-Original Message-
From: Michael Nischt [mailto:[EMAIL PROTECTED]]
Sent: Friday, August 02, 2002 2:00 PM
To: [EMAIL PROTECTED]
All the things you need to do are
possible in Java3d. We are currently doing that and much more. (http://www.magicosm.net) But there is no way
to get to the underlying OpenGL API from Java3d. You will need to do
everything within the Java3d framework.
The trick to doing the
things you want (
I can't post a code snippet since there is about 10,000 lines of code
implementing what I described below. But I will try to outline what we do.
1. We have GeoAreas which define an area in the world using a series of
bounding points and spline curves between them.
2. We use both hand placing and
We have 100's of thousands of trees without a memory issue. We use shared
groups and links for all trees, boulders and other objects throughout the
world. We have not seen an explosion of memory, but at the same time we use
a spatial grid for managing all the objects and are constantly reusing w
Try this:
1. Use an ordered group
2. Have two versions of your geometry
3. The first one should be LINE mode
4. The second version should be FILL mode and CULL_NONE
The idea here is that the only part of the zbuffer which will get set in the
first pass is for all the edges of the lines. The sec
he wasn't held back and
hampered by whatever technology he had to use. What arrogance!
Anyway... maybe someday it won't bother me.
Dave
-Original Message-
From: Justin Couch [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, June 11, 2002 9:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [J
To be fair, all this talk about cutting edge shaders seems a bit off the
mark. There are probably like 4 people using the new combine modes that
Java3d supports, cube environment mapping, partial texture updates and a
whole slew of other advanced features. Building games is a lot more than a
qui
I was told the same thing at GDC this Spring. I think it is unlikely anyone
is going to come right out and explain exactly what the situation is. Maybe
Jobs and McNeil hate each other or something. But it is worrisome to us.
We really would like a shot at the Mac market, since it has been total
The fastest approach would be to store your triangles in vworld form in an
oct tree and cast a ray against it. This would be in addition to the
geometry used to display. If speed is not absolutely essential then divide
your geometry up into multiple non-intersecting bounds and let Java3d pick
th
Just to weigh in on this subject with an additional piece of information.
The exact mapping of texels to pixels is driver dependnant. DirectX maps
texture coordinates to pixels by looking at the coordinate values
stradelling the pixel boundary, while OpenGL looks at the texture
coordinates which
Thank you Kelvin!
-Original Message-
From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, June 04, 2002 2:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] USE_COORD_INDEX_ONLY
>Date: Tue, 04 Jun 2002 00:08:38 -0400
>From: David Yazel <[EMAIL PROTECTED]>
>Subject: [JAVA3D] USE_C
Very nicely put.
-Original Message-
From: Simeon H.K. Fitch [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 30, 2002 8:50 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] JCanvas3D WHEN?!!
>
> I would like to know if the Java3D development team
> has in mind to include a Swing, lightwe
From
Doug Twilleager:
This is a summary of what I presented at the JavaOne Java 3D BOF.
I thought someone would have brought it up sooner. Here is our plan
going forward.
Java 3D 1.3
---
We are just a couple of weeks away from FCS code freeze. We really
appreciate all the feedback so
I stand corrected.
-Original Message-
From: Doug Twilleager [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 16, 2002 1:00 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] using immediate mode of drawing
Actually, this is a valid way to do pure immediate mode rendering.
The problem is that
This code is not written according to the specification. Accessing and
modifying the graphics context needs to be done on a per frame basis in the
callback functions of a derived canvas3d.
Dave
-Original Message-
From: Nitin.Jain [mailto:[EMAIL PROTECTED]]
Sent: Thursday, May 16, 2002 9
Title: Background node problems
We use
nested skydomes in background geometry for our sky system.
Here
are some relevant code snippets:
/** * Builds the
vertices needed for the sky dome. This is not the same as
the * geometry, since that needs to be constructed using a
triangle fan
Hehe, that was fun :)
But if you look at what he is trying to do here... it looks like he wants to
have one texture which is the roof and one which is the facade and apply
them in the same shape. I think it can be done if each piece is in a
separate geometry if the tex coord set map defined them
You cannot have two texture unit states set for one shape and apply
different ones to different parts of the same geometry. In other words, you
are always applying all the texture units specified in the tex coord set map
to all the triangles in a geometry array in a shape.
The closest you could
The amount of virus laden e-mails hitting my accounts has increased
dramatically over the last month. I get EXE files and PIF files 1-3 times a
day with subjects like "Here is the IE 6.0 patch you requested" or "Included
is my resume".
I am beginning to feel very besieged sitting here behind my
The Canvas3d is a heavyweight component. It cannot be layered properly with
lightweight components.
Dave Yazel
-Original Message-
From: Tobias Bergman [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, May 07, 2002 8:43 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Canvas3D on Panels...
Hi!
I wan
penalty hit, but for demo purposes, it would be a very cool
looking result... and also you aren't adding any additional overhead for
behaviors and such, so it might not be that much of a hit. Would be
interesting to see how much performance drain it really causes.
Scott
-Original Messa
Thanks for the demo!
I have never understood how spherical and cube environment mapping could be
used in anything other than the very smallest demo since it requires
multiple offscreen rendering to get the surrounding textures. Your demo
just creates the surrounding textures and fills them with
Windows 98, JDK 1.4, J3d 1.3 beta 1 DirectX
Dave
-Original Message-
From: Daniele Dellafiore [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, May 01, 2002 8:48 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Magicosm demo movie
David Yazel wrote:
> Sorry, should have been more specific:
>
>
I will post that tomorrow, but what it does is pick the two control pointed
needed for the curveTo() method. Based on the configuration of the solver
it can generate control points which could render 4 points into a circle or
a square. In other words it is a useful utility class, but probably no
Check the java3d archives for yesterday
post called "analysis of Java3d benchmark" by Doug Twilleager
-Original Message-
From: David Rush [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 16, 2002 10:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Benchmarks
I know!! I just need
Looks good under Opera 6.0.
Dave
-Original Message-
From: Justin Couch [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 12, 2002 7:31 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] j3d.org site testing
I'm after a little testing to check some tweaks to the site that I
intend to do. I've been
Thats
very wierd... I know it is not helpful, but this does not happen to
us. I have had our client running for days in test mode where avatars run
from one end of the world and back again to test this sort of thing. Our
memory usage typically runs at 55mb to 90mb and sometimes a bit higher,
Watch out... some of these are not clean bits.
In other words flags & COLOR_3 will != 0 even if flags == COLOR_4.
I always check like this:
((flags & ) == )
I only know I once had several hours of pain wondering why my code was not
working since I had assumed it was one bit per flag ty
We just enhanced our terrain system and the results were so good I thought I
would share the technique with the list. With this technique you can
dynamically increase or decrease terrain quality to match hardware
capability and you can render textured seamless meshes representing miles of
terrain
I posted this on javagaming.org also...
This is kind of a rant, so forgive me in advance.
People keep asking for proof that Java is good for gaming. Over and over
and over...
But I think I am getting out of business of being a "java3d gaming
missionary"... I guess I am a little bit tired of tr
We do similar things for some of our subsystems. For certain things we
manage the virtual objects ourselves then crunch them down into
pre-transformed vertices and lay them into shared geometry arrays. Another
trick is even to merge textures into shared textures and to shift the
texture coordina
When we wrote our Milkshape importer and initial skin and bones system
(which was posted to this list some time ago) we did just as you suggested.
The skeleton is pulled out and separated from the animation, so that the
same animation could be used against different figures.
But one of the proble
Ooh
this is a good one!
Since
it is considered illegal to update the vertices of by-ref geometry outside of a
geometry updater it would be "bad" to do as you have suggested. However, I
am not sure if it would actually be a problem if you do this from a behavior
since I would expect that both
We use a transaction system to force integrity of the scenegraph. Basically
there is a single behavior with a wakeup elapsed frame 0. This behavior
wakes up, recalculates the view, updates each major sub-system using the
frame time (particles, landscape, billboards, object movements). It then
c
Ok I have to bite...
what is SVG?
-Original Message-
From: Scott [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 06, 2002 1:01 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Anyone want SVG content in a 3D world?
Absolutely... I've tried to simulate this sort of thing before, particu
Michael:
We implemented avatar animation 3 times before we settled on the approach we
are using. We chose to use our own joints and to manipulate the skins
ourselves.
We have a rather old description here
http://www.magicosm.net/dev_skinbones.htm I think I posted a rather large
bunch of code to
I really respect what Jacob has tried to do with his research, and I know he
put a lot of work into it. But I have told him, and I will repeat here,
that the results of his benchmarking do not jive with our experiences. Just
because we cannot figure out why the java3d benchmark continues to have
Doesn't this remind you of propaganda posters?
It is kind of hypnotic... I have noticed he uses symmetry and cadence to
punctuate his points, whatever his point is.
I am confused actually as to the point of contention between Justin and
Paul. I have been reading these arguments for almost 2 yea
Lots of different ways to do this. One way would be the following:
(This is off the top of my head so forgive mispellings of method names)
1. Let p1 and p2 be the end points
2. let length L = p1.distanceTo(p2);
3. Construct a cylinder from 0,0,0 to 0,L,0
4. Make a transform3d called T
5. Set th
I keep reading assertions on this list that immediate mode or mixed mode is
the preferred method when using Java3d for games.
Just to weigh in here on the mixed mode, immediate mode and retained mode
debate. Our project runs in 100 percent retained mode. We don't make a
single call to anything
t is used in the initial image loading.
Again, thanks for the response.
----- Original Message -
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, February 20, 2002 8:22 AM
Subject: Re: [JAVA3D] Textures and memory consumption
| Coupl
Couple of things:
1. If you are mipmapping then there will be increased memory usage.
2. Stupid suggestions, but make sure you are measuring memory after you have
garbage collected.
3. The source for the loader is available un the util jar if you want to
improve it.
4. If you are doing all that w
64MB ATI
Radeon 8500 or Geforce
III?
I have heard good things about the ATI... does anyone
on the list here use it?
Thanks,
Dave
I am confused.
You can get and set the tuple. You want a getX() and a setX()? what is the
difference between that and direct reference? In any respect, Justin is
right about the need to not create new instances of vecmath stuff all over
the place. We try to never make new ones unless absolutel
Oooh... bad word alert!
Hehe... yes, the limitation of only being able to add or remove branch
groups at runtime is a painful one. I can only assume that this limitation
buys Java3d the power to more efficiently manage the scene.
Dave Yazel
-Original Message-
From: Michael Nischt [mail
Title: RE: [JAVA3D] Java 3D and Java Web Start
I
don't think the phrase "within the bowels of..." should ever be used
It
makes me queasy.
hehe
Dave
-Original Message-From: Pierce, Gregory (TBS)
[mailto:[EMAIL PROTECTED]]Sent: Wednesday, February 13,
2002 11:02 AMTo: [EMAIL
Someone forgot to close the door again.
-Original Message-
From: P. Flavin [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, February 12, 2002 2:52 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Games with Java3d & VRML : Done ... re: possible
improvements
Games _ have been _ done with Java3d & VRM
Yep, thanks for the plug Justin. Also http://www.roboforge.com/ is an
excellent example of Java3d used for gaming.
BTW, Due to trademark violations we have changed the name to Magicosm. It
will be a couple of weeks until we have all the relevent website changes
made.
Dave Yazel
http://www.cosm
When I said 6.6 million triangles it means that a terrain formed on our
heightmap with no reduction would be 6.6 million triangles. Each of our
heightmaps is 1280 x 1280.
We do not use a behavior to wake up and load a file. We have a thread that
monitors your movement with respect to the curren
You
need to set all the relevent capabilities before adding the nodes to the scene
graph. This includes the ALLOW_GEOMETRY_READ and ALLOW_INTERSECT
capabilities. You can't set them on live nodes.
Dave
Yazel
-Original Message-From: Olivier Tassy
[mailto:[EMAIL PROTECTED]]Sen
JBuilder 6
-Original Message-
From: Andy Leung [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 29, 2002 7:22 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Just little statistics.
Hi, I would like to know what editor you guys use to program in Java,
just curiousity:
1. Normal text editor
My virus software caught this and deleted it. I don't know what it is, but
probably should not open it.
Dave Yazel
-Original Message-
From: Yohan Baillot [mailto:[EMAIL PROTECTED]]
Sent: Monday, January 28, 2002 12:46 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] new photos from my party!
In JDK
1.4 you have to use the setFocasable() setFocus() to have the canvas get
the focus. But even though we are doing this it seems the canvas is
receiving no events at all. Even clicking on the canvas gets no
results. Has anyone had any issues with this in the past? Perhaps
something else
J3d
Team:
I am
finding that if I get the font metrics from a behavior the JVM core dumps every
time. There is some sort of lock contention deep in the sun
packages. I am planning on just moving the Font initialization out of the
behavior to solve the problem. Do you want me to post the stac
Awsome! I can't wait to try it out!
Dave Yazel
-Original Message-
From: Robert Bergman [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 15, 2002 1:38 PM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Full-screen exclusive mode and Java3D example
Hi All,
I'm new to the list (well, I spent s
We seem to be having massive texture memory leaks under 1.3 beta 1 / OpenGL.
I have no evidence of this except that we can only run our app once and then
we have to reboot. We experience no such problems under DirectX. I never
noticed it in 1.2.1 either, but it may have been there to a lesser deg
I fooled around with this new feature for some time last night and could get
no results. I am using j3d 1.3/directx 8.1 and geforce II. I even tried
having a base white texture and a completely black detail texture, but could
never get anything but white to show up no matter what combination of
Among other things the following link gives an exceedingly good tutorial on
how to test to see if a triangle is within a set of bounding planes. This
technique could be used to calculate view frustum culling and to help
calculate occlusion culling.
http://www.flipcode.com/askmid/
Dave Yazel
=
Thanks Chien. I must have missed it somewhere, but where is the
documentation on all the options for Java3d?
Dave Yazel
-Original Message-
From: Chien Yang [mailto:[EMAIL PROTECTED]]
Sent: Monday, January 07, 2002 2:20 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] setCapabilityIsFreque
Most of the problems people have with this is that their front clipping
plane is some incredibly small number, causing most of the zbuffer to be
wasted on the first meter. Using a 32 bit ZBuffer, I would estimate that
your front plane would need to be set at 0.25 meters and your back buffer to
100
I thought the list might be interested in some notes on this subject. We
will be attempting the implement the scheme described below in the near
future, and if there is interest I would be happy to share the results.
Dave Yazel
Cosm Development Team
http://www.cosm-game.com
TREES
--
Well unless the spheres are being used in the 3 dimensional sense, you could
use a texture mapped quad with a sphere texture to give the illusion of
spheres. A 3d model of a sphere is usually pretty heavy on triangle count.
If you have a tremendous number of such spheres then using "imposters" li
We are using two sprites aligned to the image plate. It produces this
effect:
http://www.cosm-game.com/screenshots/cosm414.jpg
We alter the vertex colors to change the color of the sun as it rises and
sets. The halo is a more translucent sprite, while the center is more
solid. The two sprites
I am designing a new development system which I am hoping will get me
through the next 3 years. I was wondering if people have any experience
with this and could offer suggestions. Linux is not an option, although I
will be putting it on my current system as a test box.
The pertinent stats are:
One of the issues with J3D 1.2.1 was that you could not do an add and a
subtract in one pass. So for example bump mapping you often want to lighten
one part and darken another part. So what we would do is use a lighter
material and then apply a "darken" multiply, where a value of 1 would leave
i
Joachim:
Could you explain this using small words :) I don't have experience with
combiners, so a brief explanation would be helpful in understanding what it
does and what the limitation of this implementation are.
Dave Yazel
-Original Message-
From: Joachim Diepstraten
[mailto:[EMAIL
Has any progress on this been made? We would like to start working with j3d
1.3 and are waiting for the linux version to be released before moving
forward. We are trying to keep the Windows and Linux versions the same.
Dave Yazel
http://www.cosm-game.com
-Original Message-
From: Juerg
Sounds like a bug to me.
-Original Message-
From: Kasparian, Raffi J. [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 14, 2001 11:07 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Behavior.setEnable(True)
Nope, using a Switch doesn't work.
-Original Message-
From: Kasparian,
I remember John Wright having similar issues, but not to this extent. If I
even just instantiate a JavaSoundMixer our app hangs within a few seconds.
It requires a reboot of the entire machine. This is jdk 1.3 and j3d 1.2.1
Is this issue resolved in j3d 1.3?
Dave Yazel
===
For exporting non-animated geometry we use the ASE format with our own
loader. It is an easily parsable file format. The Starfire 3DS loader is
quite good for loading objects also from 3DMAX. If you want to use
animation then probably the VRML format and the new Xj3D is the way to go.
Dave Yaz
We have several of our users who are experiencing quivering in their user
interfaces when turning. The only way I can see how this is happening is if
the view transformation is occuring a frame ahead (or behind) the image
plate transformation.
In a single behavior (on elapsed frames 0) we :
1.
I have never understood why some people think that some language is
"offensive" but other language is not. For example it is apparently ok to
use the word "piss" in your signature (Mona), but Justin can't say F*** . I
think you are treading a thin subjective moral line here.
In any event, I don
If they are the same shape then you could use a SharedGroup. You can then
have each shape with its own transform with a link to the shared group
underneath it. The transform can both move and scale the object. That will
considerably reduce the memory you are using.
Dave Yazel
http://www.cosm-g
Very exciting study. I am sure Jeff Kesselman over at JavaGaming would like
to see the results of the study.
I am curious about a few things:
1. How will you compare Java3d's ability to create optimized output streams
to that of the other 2 API's? Java3d sorts output atoms by materials and
oth
It is faster. It is is also more efficient. I don't envy you your mission,
because it is very easy to write slow Java3d code. The problem is that most
of the time if your application performs slowely it is because of poor
coding. It's hard to even just calculate triangles per second, frames pe
For what you are trying to do I would suggest not using the texture loader.
But if you do, I would make sure you are not doing mipmapping. I am
assuming that you do not want to mipmap those enormous textures. The next
thing you might want to consider is that there are limits to the speed in
whic
underlying
graphics layer.
-Charmaine Lee
> Delivered-To: [EMAIL PROTECTED]
> MIME-Version: 1.0
> Date: Tue, 20 Nov 2001 12:32:47 -0500
> From: "Yazel, David J." <[EMAIL PROTECTED]>
> Subject: Re: [JAVA3D] Java 3D, Version 1.3 Beta 1
> To: [EMAIL PROTECTED]
>
I am very glad to see the following bug fixes:
4474052 GeometryArray:updateData() is not optimized for by-copy case
4446647 changing texture transform slows things down by 20%
4427335 Severe performance regression in 1.2.1 during attach/detach from
TransformGroup
4461310 Object may disa
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